/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2005 The OGRE Team
Also see acknowledgements in Readme.html
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#ifndef _Resource_H__
#define _Resource_H__
#include "OgrePrerequisites.h"
#include "OgreString.h"
#include "OgreSharedPtr.h"
#include "OgreStringInterface.h"
namespace Ogre {
typedef unsigned long ResourceHandle;
// Forward declaration
class ManualResourceLoader;
/** Abstract class reprensenting a loadable resource (e.g. textures, sounds etc)
@remarks
Resources are data objects that must be loaded and managed throughout
an application. A resource might be a mesh, a texture, or any other
piece of data - the key thing is that they must be identified by
a name which is unique, must be loaded only once,
must be managed efficiently in terms of retrieval, and they may
also be unloadable to free memory up when they have not been used for
a while and the memory budget is under stress.
@par
All Resource instances must be a member of a resource group; see
ResourceGroupManager for full details.
@par
Subclasses must implement:
- A constructor, overriding the same parameters as the constructor
defined by this class. Subclasses are not allowed to define
constructors with other parameters; other settings must be
settable through accessor methods before loading.
- The loadImpl() and unloadImpl() methods - mSize must be set
after loadImpl()
- StringInterface ParamCommand and ParamDictionary setups
in order to allow setting of core parameters (prior to load)
through a generic interface.
*/
class _OgreExport Resource : public StringInterface
{
public:
OGRE_AUTO_MUTEX // public to allow external locking
protected:
/// Creator
ResourceManager* mCreator;
/// Unique name of the resource
String mName;
/// The name of the resource group
String mGroup;
/// Numeric handle for more efficient look up than name
ResourceHandle mHandle;
/// Is the resource currently loaded?
bool mIsLoaded;
/// The size of the resource in bytes
size_t mSize;
/// Is this file manually loaded?
bool mIsManual;
/// Origin of this resource (e.g. script name) - optional
String mOrigin;
/// Optional manual loader; if provided, data is loaded from here instead of a file
ManualResourceLoader* mLoader;
/** Protected unnamed constructor to prevent default construction.
*/
Resource()
: mCreator(0), mHandle(0), mIsLoaded(false), mSize(0), mIsManual(0), mLoader(0)
{
}
/** Internal implementation of the 'load' action, only called if this
resource is not being loaded from a ManualResourceLoader.
*/
virtual void loadImpl(void) = 0;
/** Internal implementation of the 'unload' action; called regardless of
whether this resource is being loaded from a ManualResourceLoader.
*/
virtual void unloadImpl(void) = 0;
/** Calculate the size of a resource; this will only be called after 'load' */
virtual size_t calculateSize(void) const = 0;
public:
/** Standard constructor.
@param creator Pointer to the ResourceManager that is creating this resource
@param name The unique name of the resource
@param group The name of the resource group to which this resource belongs
@param isManual Is this resource manually loaded? If so, you should really
populate the loader parameter in order that the load process
can call the loader back when loading is required.
@param loader Pointer to a ManualResourceLoader implementation which will be called
when the Resource wishes to load (should be supplied if you set
isManual to true). You can in fact leave this parameter null
if you wish, but the Resource will never be able to reload if
anything ever causes it to unload. Therefore provision of a proper
ManualResourceLoader instance is strongly recommended.
*/
Resource(ResourceManager* creator, const String& name, ResourceHandle handle,
const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
/** Virtual destructor. Shouldn't need to be overloaded, as the resource
deallocation code should reside in unload()
@see
Resource::unload()
*/
virtual ~Resource();
/** Loads the resource, if it is not already.
@remarks
If the resource is loaded from a file, loading is automatic. If not,
if for example this resource gained it's data from procedural calls
rather than loading from a file, then this resource will not reload
on it's own
*/
virtual void load(void);
/** Reloads the resource, if it is already loaded.
@remarks
Calls unload() and then load() again, if the resource is already
loaded. If it is not loaded already, then nothing happens.
*/
virtual void reload(void);
/** Returns true if the Resource is reloadable, false otherwise.
*/
bool isReloadable(void) const
{
return !mIsManual || mLoader;
}
/** Is this resource manually loaded?
*/
bool isManuallyLoaded(void) const
{
return mIsManual;
}
/** Unloads the resource; this is not permanent, the resource can be
reloaded later if required.
*/
virtual void unload(void);
/** Retrieves info about the size of the resource.
*/
size_t getSize(void) const
{
return mSize;
}
/** 'Touches' the resource to indicate it has been used.
*/
virtual void touch(void);
/** Gets resource name.
*/
const String& getName(void) const
{
return mName;
}
ResourceHandle getHandle(void) const
{
return mHandle;
}
/** Returns true if the Resource has been loaded, false otherwise.
*/
bool isLoaded(void) const
{
OGRE_LOCK_AUTO_MUTEX
return mIsLoaded;
}
/// Gets the group which this resource is a member of
const String& getGroup(void) { return mGroup; }
/// Gets the manager which created this resource
ResourceManager* getCreator(void) { return mCreator; }
/** Get the origin of this resource, e.g. a script file name.
@remarks
This property will only contain something if the creator of
this resource chose to populate it. Script loaders are advised
to populate it.
*/
const String& getOrigin(void) const { return mOrigin; }
/// Notify this resource of it's origin
void _notifyOrigin(const String& origin) { mOrigin = origin; }
};
/** Shared pointer to a Resource.
@remarks
This shared pointer allows many references to a resource to be held, and
when the final reference is removed, the resource will be destroyed.
Note that the ResourceManager which created this Resource will be holding
at least one reference, so this resource will not get destroyed until
someone removes the resource from the manager - this at least gives you
strong control over when resources are freed. But the nature of the
shared pointer means that if anyone refers to the removed resource in the
meantime, the resource will remain valid.
@par
You may well see references to ResourcePtr (i.e. ResourcePtr&) being passed
around internally within Ogre. These are 'weak references' ie they do
not increment the reference count on the Resource. This is done for
efficiency in temporary operations that shouldn't need to incur the
overhead of maintaining the reference count; however we don't recommend
you do it yourself since these references are not guaranteed to remain valid.
*/
typedef SharedPtr ResourcePtr;
/** Interface describing a manual resource loader.
@remarks
Resources are usually loaded from files; however in some cases you
want to be able to set the data up manually instead. This provides
some problems, such as how to reload a Resource if it becomes
unloaded for some reason, either because of memory constraints, or
because a device fails and some or all of the data is lost.
@par
This interface should be implemented by all classes which wish to
provide manual data to a resource. They provide a pointer to themselves
when defining the resource (via the appropriate ResourceManager),
and will be called when the Resource tries to load.
They should implement the loadResource method such that the Resource
is in the end set up exactly as if it had loaded from a file,
although the implementations will likely differ between subclasses
of Resource, which is why no generic algorithm can be stated here.
@note
The loader must remain valid for the entire life of the resource,
so that if need be it can be called upon to re-load the resource
at any time.
*/
class _OgreExport ManualResourceLoader
{
public:
ManualResourceLoader() {}
virtual ~ManualResourceLoader() {}
/** Called when a resource wishes to load.
@param resource The resource which wishes to load
*/
virtual void loadResource(Resource* resource) = 0;
};
}
#endif